xray16 1.4.0 → 1.5.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/package.json +1 -1
- package/types/xr_ai/xr_action.d.ts +1321 -29
- package/types/xr_ai/xr_alife.d.ts +1336 -32
- package/types/xr_ai/xr_enemy_evaluation.d.ts +112 -19
- package/types/xr_ai/xr_goap.d.ts +450 -3
- package/types/xr_ai/xr_graph.d.ts +94 -6
- package/types/xr_ai/xr_memory.d.ts +240 -6
- package/types/xr_lib/xr_animation.d.ts +185 -14
- package/types/xr_lib/xr_bitwise.d.ts +20 -8
- package/types/xr_lib/xr_color.d.ts +103 -6
- package/types/xr_lib/xr_debug.d.ts +110 -12
- package/types/xr_lib/xr_dialog.d.ts +99 -7
- package/types/xr_lib/xr_flags.d.ts +78 -15
- package/types/xr_lib/xr_fs.d.ts +395 -5
- package/types/xr_lib/xr_game.d.ts +101 -0
- package/types/xr_lib/xr_hit.d.ts +84 -0
- package/types/xr_lib/xr_ini.d.ts +60 -2
- package/types/xr_lib/xr_level.d.ts +182 -39
- package/types/xr_lib/xr_luabind.d.ts +37 -11
- package/types/xr_lib/xr_map.d.ts +137 -6
- package/types/xr_lib/xr_math.d.ts +56 -0
- package/types/xr_lib/xr_multiplayer.d.ts +729 -1
- package/types/xr_lib/xr_profile.d.ts +80 -0
- package/types/xr_lib/xr_properties.d.ts +159 -4
- package/types/xr_lib/xr_relation.d.ts +147 -0
- package/types/xr_lib/xr_render.d.ts +99 -3
- package/types/xr_lib/xr_save.d.ts +110 -4
- package/types/xr_lib/xr_sound.d.ts +373 -9
- package/types/xr_lib/xr_stats.ts +33 -4
- package/types/xr_lib/xr_task.d.ts +277 -0
- package/types/xr_lib/xr_time.d.ts +11 -0
- package/types/xr_object/client/xr_anomaly.d.ts +20 -0
- package/types/xr_object/client/xr_artefact.d.ts +57 -2
- package/types/xr_object/client/xr_client_object.d.ts +131 -0
- package/types/xr_object/client/xr_creature.d.ts +79 -0
- package/types/xr_object/client/xr_item.d.ts +108 -2
- package/types/xr_object/client/xr_level.d.ts +482 -14
- package/types/xr_object/client/xr_physic.d.ts +459 -29
- package/types/xr_object/client/xr_zone.d.ts +38 -0
- package/types/xr_object/script/xr_script_interface.d.ts +236 -1
- package/types/xr_object/script/xr_script_object.d.ts +3402 -82
- package/types/xr_object/script/xr_script_trade.d.ts +25 -15
- package/types/xr_object/server/xr_server_object.d.ts +707 -15
- package/types/xr_ui/xr_ui_asset.d.ts +241 -6
- package/types/xr_ui/xr_ui_core.d.ts +327 -9
- package/types/xr_ui/xr_ui_event.d.ts +1067 -1
- package/types/xr_ui/xr_ui_interface.d.ts +1563 -17
- package/types/xr_ui/xr_ui_menu.d.ts +259 -16
- package/types/xrf_plugin.d.ts +44 -14
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declare module "xray16" {
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/**
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* Game graph vertex binding.
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*
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* @source C++ class GameGraph__CVertex
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* @customConstructor GameGraph__CVertex
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* @group xr_graph
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*
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* @remarks
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* Engine-owned descriptor returned by {@link CGameGraph.vertex}. Keep it as a short-lived view of graph data,
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* not as persistent game state.
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*/
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export class GameGraph__CVertex extends EngineBinding {
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/**
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* Engine-created game-graph vertex descriptor.
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*/
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protected constructor();
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/**
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* Get the level-graph vertex this game-graph point maps to.
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*
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* @returns Level vertex id inside the owning level.
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*/
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public level_vertex_id(): u32;
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/**
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* Get the id of the level that owns this graph point.
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*
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* @returns Level id.
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*/
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public level_id(): u8;
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/**
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* Get this point position in global game space.
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*
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* @returns Game-space position.
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*/
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public game_point(): vector;
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/**
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* Get this point position in its level.
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*
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* @returns Level-space position.
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*/
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public level_point(): vector;
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}
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/**
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* Game graph access binding.
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*
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* @source C++ class CGameGraph
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* @customConstructor CGameGraph
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* @group xr_graph
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*
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* @remarks
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* Represents the global AI game graph. Validate ids before resolving vertices, and restore accessibility changes
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* when they are only needed temporarily.
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*/
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export class CGameGraph {
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-
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/**
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* Check whether a game-graph vertex id exists.
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*
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* @param vertexId - Game-graph vertex id.
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* @returns Whether the id can be used with graph methods.
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*/
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public valid_vertex_id(vertexId: u32): boolean;
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/**
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* Get a game-graph vertex by id.
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*
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* @remarks
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* Call {@link CGameGraph.valid_vertex_id} first. Native code expects a valid id and can fail hard on invalid
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* graph references.
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*
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* @param vertexId - Game-graph vertex id.
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* @returns Graph vertex descriptor.
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*/
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public vertex(vertexId: u32): GameGraph__CVertex;
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-
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/**
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* Resolve a graph vertex back to its id.
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*
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* @remarks
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* Pass only vertices returned by this graph instance.
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*
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* @param vertex - Vertex returned by {@link CGameGraph.vertex}.
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* @returns Game-graph vertex id.
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*/
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public vertex_id(vertex: GameGraph__CVertex): u16;
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/**
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* Check whether a game-graph vertex can be used for AI travel.
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*
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* @remarks
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* This is pathing accessibility, not whether the vertex exists.
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*
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* @param vertexId - Game-graph vertex id.
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* @returns Whether the vertex is currently accessible.
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*/
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public accessible(vertexId: u32): boolean;
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/**
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* Mark a game-graph vertex as accessible or blocked.
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*
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* @remarks
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* Blocking vertices affects AI travel through the game graph. Prefer narrow, reversible changes.
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*
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* @param vertexId - Game-graph vertex id.
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* @param value - New accessibility state.
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*/
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public accessible(vertexId: u32, value: boolean): void;
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/**
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*
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* Iterate over game levels registered in `all.spawn`.
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*
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* @remarks
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* Iterates graph-level descriptors, not currently loaded level objects.
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*
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* @returns Level
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* @returns Level object on every iteration.
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*/
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public levels(): LuaIterable<cse_abstract>;
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}
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/**
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* Get the global game graph used by AI navigation.
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*
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* @group xr_graph
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*
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* @remarks
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* Available after the engine has loaded AI graph data.
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*
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* @returns Game graph singleton.
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*/
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export function game_graph(this: void): CGameGraph;
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}
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declare module "xray16" {
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/**
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* Base memory record with timing information.
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* @source C++ class memory_object
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* @customConstructor memory_object
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* @group xr_memory
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*
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* @remarks
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* Memory records are snapshots owned by the AI memory managers. Treat them as short-lived views of current memory
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* state.
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*/
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export class memory_object extends EngineBinding {
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/**
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* Previous level time recorded for this memory entry.
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*/
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public readonly last_level_time: u32;
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/**
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* Level time when this memory entry was last updated.
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*/
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public readonly level_time: u32;
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/**
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* Engine-created memory record.
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*/
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protected constructor();
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}
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* Memory record that points to a living entity.
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*
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* @source C++ class entity_memory_object : memory_object
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* @customConstructor entity_memory_object
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* @group xr_memory
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*
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* @remarks
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* Used for entity-alive memories such as hit records.
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*/
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export class entity_memory_object extends memory_object {
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/**
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* Snapshot of the remembered entity.
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*/
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public readonly object_info: object_params;
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/**
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* Snapshot of the object that owns this memory.
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*/
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public readonly self_info: object_params;
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/**
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* Engine-created entity memory record.
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*/
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protected constructor();
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* Get the remembered entity.
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*
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* The binding expects the native memory record to still point to a live object.
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*
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* @returns Remembered game object.
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*/
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public object(): game_object;
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}
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/**
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* Position and level-vertex snapshot for a remembered object.
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*
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* @source C++ class object_params
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* @customConstructor object_params
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* @group xr_memory
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*
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* Filled from the object's AI location and center position at the moment the memory record was updated.
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*/
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export class object_params {
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* Level graph vertex recorded for the object.
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*/
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public level_vertex: u32;
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* World position recorded for the object.
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*/
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public position: vector;
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* Engine-created object memory snapshot.
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*/
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private constructor();
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}
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* Memory record for a hit received by an entity.
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*
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* @source C++ class hit_memory_object : entity_memory_object
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* @customConstructor hit_memory_object
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* @group xr_memory
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*
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* @remarks
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* Exposed through stalker/monster hit memory. The direction and amount describe the remembered hit, not the current
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* object state.
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export class hit_memory_object extends entity_memory_object {
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/**
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* Hit power remembered by AI.
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*/
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public readonly amount: f32;
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/**
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* Bone that received the hit.
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*/
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public readonly bone_index: u16;
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/**
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* Hit direction.
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*/
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public readonly direction: vector;
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* Engine-created hit memory record.
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*/
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protected constructor();
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}
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/**
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* Memory record that points to a game object.
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*
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* @source C++ class game_memory_object : memory_object
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* @customConstructor game_memory_object
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* @group xr_memory
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*
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* @remarks
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* Used for visual and sound memories of game objects.
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*/
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export class game_memory_object extends memory_object {
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* Snapshot of the remembered object.
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*/
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public readonly object_info: object_params;
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* Snapshot of the object that owns this memory.
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*/
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public readonly self_info: object_params;
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/**
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* Get the remembered object.
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*
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* @remarks
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* The binding expects the native memory record to still point to a live object.
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*
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* @returns Remembered game object.
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*/
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public object(): game_object;
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* Engine-created game object memory record.
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*/
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protected constructor();
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}
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/**
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* Visual memory candidate that has not become fully visible yet.
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*
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* @source C++ class not_yet_visible_object
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* @customConstructor not_yet_visible_object
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* @group xr_memory
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170
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+
*
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171
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+
* @remarks
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172
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+
* Created by the visual memory manager while an object is accumulating visibility but has not entered full visual
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173
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+
* memory.
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70
174
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*/
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71
175
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export class not_yet_visible_object extends EngineBinding {
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176
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+
/**
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177
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+
* Engine-created pending visibility record.
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178
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+
*/
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72
179
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protected constructor();
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73
180
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181
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+
/**
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182
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+
* Visibility score accumulated for this candidate.
|
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183
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+
*/
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74
184
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public value: f32;
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185
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+
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186
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+
/**
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187
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+
* Get the visibility candidate object.
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188
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+
*
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189
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+
* @remarks
|
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190
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+
* The binding expects the candidate to still point to a live object.
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191
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+
*
|
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192
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+
* @returns Candidate game object.
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193
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+
*/
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75
194
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public object(): game_object;
|
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76
195
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}
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77
196
|
|
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78
197
|
/**
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198
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+
* Memory record for a visible object.
|
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199
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+
*
|
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79
200
|
* @source C++ class visible_memory_object
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80
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* @customConstructor visible_memory_object
|
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81
202
|
* @group xr_memory
|
|
203
|
+
*
|
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204
|
+
* @remarks
|
|
205
|
+
* Describes an object currently tracked by visual memory.
|
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82
206
|
*/
|
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83
207
|
export class visible_memory_object extends game_memory_object {
|
|
208
|
+
/**
|
|
209
|
+
* Engine-created visible object record.
|
|
210
|
+
*/
|
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84
211
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protected constructor();
|
|
85
212
|
}
|
|
86
213
|
|
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87
214
|
/**
|
|
215
|
+
* Combined visible, sound, and hit memory flags for one object.
|
|
216
|
+
*
|
|
88
217
|
* @source C++ class memory_info : visible_memory_object
|
|
89
218
|
* @customConstructor visible_memory_object
|
|
90
219
|
* @group xr_memory
|
|
220
|
+
*
|
|
221
|
+
* @remarks
|
|
222
|
+
* Returned by memory lookups to tell which memory channels currently have data for the object.
|
|
91
223
|
*/
|
|
92
224
|
export class memory_info extends visible_memory_object {
|
|
225
|
+
/**
|
|
226
|
+
* Whether hit memory is available for this object.
|
|
227
|
+
*/
|
|
93
228
|
public readonly hit_info: boolean;
|
|
229
|
+
|
|
230
|
+
/**
|
|
231
|
+
* Whether sound memory is available for this object.
|
|
232
|
+
*/
|
|
94
233
|
public readonly sound_info: boolean;
|
|
234
|
+
|
|
235
|
+
/**
|
|
236
|
+
* Whether visual memory is available for this object.
|
|
237
|
+
*/
|
|
95
238
|
public readonly visual_info: boolean;
|
|
96
239
|
|
|
240
|
+
/**
|
|
241
|
+
* Engine-created combined memory record.
|
|
242
|
+
*/
|
|
97
243
|
protected constructor();
|
|
98
244
|
}
|
|
99
245
|
|
|
100
246
|
/**
|
|
247
|
+
* Memory record for a heard object or sound event.
|
|
248
|
+
*
|
|
101
249
|
* @source C++ class sound_memory_object : game_memory_object
|
|
102
250
|
* @customConstructor sound_memory_object
|
|
103
251
|
* @group xr_memory
|
|
252
|
+
*
|
|
253
|
+
* @remarks
|
|
254
|
+
* Sound memory stores the object that produced or is associated with the sound plus the perceived sound type.
|
|
104
255
|
*/
|
|
105
256
|
export class sound_memory_object extends game_memory_object {
|
|
257
|
+
/**
|
|
258
|
+
* Remembered sound power.
|
|
259
|
+
*/
|
|
106
260
|
public readonly power: f32;
|
|
107
261
|
|
|
262
|
+
/**
|
|
263
|
+
* Engine-created sound memory record.
|
|
264
|
+
*/
|
|
108
265
|
protected constructor();
|
|
109
266
|
|
|
267
|
+
/**
|
|
268
|
+
* Get the engine sound type id.
|
|
269
|
+
*
|
|
270
|
+
* @returns Sound type id.
|
|
271
|
+
*/
|
|
110
272
|
public type(): i32;
|
|
111
273
|
}
|
|
112
274
|
|
|
113
275
|
/**
|
|
276
|
+
* AI danger event remembered by an object.
|
|
277
|
+
*
|
|
114
278
|
* @source C++ class danger_object
|
|
115
279
|
* @customConstructor danger_object
|
|
116
280
|
* @group xr_memory
|
|
281
|
+
*
|
|
282
|
+
* @remarks
|
|
283
|
+
* Danger memory can represent visual, sound, or hit perception. Unlike other memory records, its source object can
|
|
284
|
+
* be absent.
|
|
117
285
|
*/
|
|
118
286
|
export class danger_object {
|
|
287
|
+
/**
|
|
288
|
+
* Engine enum value for `danger_object.attack_sound`.
|
|
289
|
+
*/
|
|
119
290
|
public static attack_sound: 1;
|
|
291
|
+
/**
|
|
292
|
+
* Engine enum value for `danger_object.attacked`.
|
|
293
|
+
*/
|
|
120
294
|
public static attacked: 5;
|
|
295
|
+
/**
|
|
296
|
+
* Engine enum value for `danger_object.bullet_ricochet`.
|
|
297
|
+
*/
|
|
121
298
|
public static bullet_ricochet: 0;
|
|
299
|
+
/**
|
|
300
|
+
* Engine enum value for `danger_object.enemy_sound`.
|
|
301
|
+
*/
|
|
122
302
|
public static enemy_sound: 7;
|
|
303
|
+
/**
|
|
304
|
+
* Engine enum value for `danger_object.entity_attacked`.
|
|
305
|
+
*/
|
|
123
306
|
public static entity_attacked: 2;
|
|
307
|
+
/**
|
|
308
|
+
* Engine enum value for `danger_object.entity_corpse`.
|
|
309
|
+
*/
|
|
124
310
|
public static entity_corpse: 4;
|
|
311
|
+
/**
|
|
312
|
+
* Engine enum value for `danger_object.entity_death`.
|
|
313
|
+
*/
|
|
125
314
|
public static entity_death: 3;
|
|
315
|
+
/**
|
|
316
|
+
* Engine enum value for `danger_object.grenade`.
|
|
317
|
+
*/
|
|
126
318
|
public static grenade: 6;
|
|
319
|
+
/**
|
|
320
|
+
* Engine enum value for `danger_object.hit`.
|
|
321
|
+
*/
|
|
127
322
|
public static hit: 2;
|
|
323
|
+
/**
|
|
324
|
+
* Engine enum value for `danger_object.sound`.
|
|
325
|
+
*/
|
|
128
326
|
public static sound: 1;
|
|
327
|
+
/**
|
|
328
|
+
* Engine enum value for `danger_object.visual`.
|
|
329
|
+
*/
|
|
129
330
|
public static visual: 0;
|
|
130
331
|
|
|
332
|
+
/**
|
|
333
|
+
* @returns Danger type.
|
|
334
|
+
*/
|
|
131
335
|
public type(): TXR_danger_object;
|
|
336
|
+
|
|
337
|
+
/**
|
|
338
|
+
* @returns Game time when the danger was registered.
|
|
339
|
+
*/
|
|
132
340
|
public time(): u32;
|
|
341
|
+
|
|
342
|
+
/**
|
|
343
|
+
* @returns Danger position.
|
|
344
|
+
*/
|
|
133
345
|
public position(): vector;
|
|
134
|
-
|
|
346
|
+
|
|
347
|
+
/**
|
|
348
|
+
* Get the danger source object.
|
|
349
|
+
*
|
|
350
|
+
* @remarks
|
|
351
|
+
* Returns `null` when the danger was stored without a living entity source.
|
|
352
|
+
*
|
|
353
|
+
* @returns Source object, or `null` when the source is not a game object.
|
|
354
|
+
*/
|
|
355
|
+
public object(): game_object | null;
|
|
356
|
+
|
|
357
|
+
/**
|
|
358
|
+
* @returns How the danger was perceived.
|
|
359
|
+
*/
|
|
135
360
|
public perceive_type(): number; /* CDangerObject::EDangerPerceiveType */
|
|
136
|
-
|
|
361
|
+
|
|
362
|
+
/**
|
|
363
|
+
* Get the object attached to this danger event.
|
|
364
|
+
*
|
|
365
|
+
* @remarks
|
|
366
|
+
* Returns `null` when there is no dependent object, or when the dependent native object is not a game object.
|
|
367
|
+
*
|
|
368
|
+
* @returns Dependent object, or `null` when there is none.
|
|
369
|
+
*/
|
|
370
|
+
public dependent_object(): game_object | null;
|
|
137
371
|
}
|
|
138
372
|
|
|
139
373
|
/**
|